Currently, i mean, without any mods, it makes no sense to even bother with quality unless you are end game (unlocked legendary and module 3)
The resoan for this is the abisal tiny % we get.
This needs to be redone.
Why does legendary gun exist when everyone will never use it? (not counting playing around or just for the sake of it, i mean in general). This is what i try to point out. Quality needs to be reajusted based on items themself. Because i am very sorry, after playing Space Age for over 1000 years, as far as i can tell, how to get quality was implemented extremly lazy in this game. (just to re point out: I don't mean quality itself, the stats, but HOW to get quality).
The is no progess for end products.
What is needed are categories. And not just one collom but with rows.
Any item we use from the start of the game to end to have 5 varieties, like the machine gun, bots, power poles. Because like this it makes sense that we upgrate them. Any overhaul mod that has mk1 - 6, shows exactly this.
So, what is it that is different from now? Well the ideea is actually simple, a uncommon handgun's stat, is the same stat as a legendary handgun's stat.
Do you now start to realise what I try to point out with categories based on game play?
Here is a breakdown that i hope will help understand it better:
- Start of the game, we have 1% quality moduels that we can somehow make it a 2% after many trys. Why? because it's a massive waste of time, in the time you gamble for a rare one, you could already unlock module 2.
However, if the stats of the modul 1 rare is the same as the legendary, meaning 2.5%, then farming for module 1 will be worth after all, the module 2 will have only 2%. And if the uncomon is less then 2.5% (aka nerft), then farming for rare module 1 is very worth it. Same with module 2 vs 3. The module 3 legendary > Module 2 Epic. But, module 2 Epick > Module 3 Epic. Why? because as I pointed out, right now, it's not worth bothering with any of them. Actually, to make it further worth, how about insted of reducing, we increase the % chance?
So again, the ideea is that any early item's quality (aka uncomon, rare, epic, legendary, but not common/normal rank) to be exactly the same, the legendary stats (Mind you, here i am not talking about HP).
The reason for this is that farming for uncommon will be worth for many of early game items. While, because they are uncomon rarity, even if the stats are of the legendary, the materials still will be that of uncomon, meaning no exploits.
And again, this needs to be with categories. Like the pistol i said, an uncomon will have legendary stats = we can finally see that the quality system was implemented superficially and many of the item's quality where not ajusted but just a "everything in one pot". Or is the 4 range worth vs the machine gun? like maybe against worms? Menaing that items will get rebalanced. Like the uncomon-legendary gun will have a higer speed.
On this ideea, walls, ammo, inserters, won't have this "uncomon stats = legendary) due to them being long term use. And since we need many of them, the "farming for quality" (gambling) is not that hard vs farming for 1 item's quality with less then 10% chances.
And this list can go on and on. Assembles 1's stats to be legendary = you will use it over assemble 2 without quliaty unless you needs modules slots. Then, when you unlock epic, assemble 2 epic vs assemble 3.
same with boilers. Ideea is that, we have a horrable low % to get quality start of the game, as well as mid game. So the reward of doing gambling to be worth.
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Alternative ideea: just like how we unlock items and buildings, to unlock epic and legendary per item. This means everything will scale based on progress. Meaning we can start quality farming from the start since the materials and all can become epic, even legendary, speeding up the process. But, even if we have the materials, even with a 10000% quality, if the item's quality is not unlocked, we can't get a quality higer then rare.
Again, based on progess. Meaning we can go ahead and craft plates and get a legendary hand gun in an hour or two depending how good you are, but, let's say big drill. Even if you unlocked the big drill, even if everything else you can have legendary, you can't have legendary epic big drill until you progesss with vulcanus research. And around the end of a tree, the epic is there. And such "end of the research tree = epic) to exist for all the other vulcanus related items. And once all the epic are unlocked for every last items, then we can finally do one final research that will unlock legendary for all the items from that planet.
The ideea is that like this, we don't need to Rush to Aquilo since all the legendary "unlock" are local. It also encourages us to activly do all the research of a planets, since you can't unlock legendary unless everything else is researched. And of course, for some of them, you need to finish the research from other planets to unlock them.
And it dosen't end there. to further encourage us to expland on each planet, the quality modules will get a duble quality bonus. This means that even if a module 1 is 3% at rare, it will be 6% due to this native bonus. Making it even more valuble. Similar to the previous ideea i sugested.
And of course, all the modules 3, if you craft them on the planet where the planet exclusive item exist, then crafting module 3 on each planet specifically will be massivly encouraged without restricting like how surface conditions are. Meaning expanding in all planets will be worth VS "let's just make an outpost to get the sience pack and surface restricted item, and the rest we'll do somewhere else". And exactly because quality will be more usefull (since legendary will not be behind an Aquilo research wall), we can take our time to fully build our bases exactly because we don't need to rush to unlock legendary, since we need to do local progess for it.
Lastly, as far as i can tell, everthing i wrote, can be just a tick box in case for people who don't like it. Similar to how peacefull mod exist, or how polution, evolution, cliffs, trees, rocks, can be disabeled. Aka by default this ajusments are not implemented (after all, it will massivly mess up existing games), and it just a tick box we can enable before the start of the game. After all, the current quality system is not worth the price unless you use mods .... so we paid for something that we need mods to have more flexibility? There is not even a slider to ajust the % for quality, so yeah, it's a clear "nope, we want you to gamble". This is what we paid for? to be foreced to gamble unless we use mods...
quality rebalanced
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